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Pontax
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Recent community posts
ohhhhhh that makes more sense now. my wife and I will go back and play it again. We didnt know about the clues. some more guidance there would be helpful I recommend finding playtestters so you can see where they would get confused or lost to yuou can provide more railings for guidance in the future!
Gave me Ace attorney - vibes. I liked the animation for the cat but the MC didnt fit the style. I like the integrated photos realism with pixel art. I tried that myself in another game and it is hard to pull off well. I was confused how to find clues besides just interrograte to bring them to justice I think there needed to be a investigate button or something to like figure out instead of just random chance guessing here unless I missed it somewhere. If i did i think there needed to be some tutorial guidance or something at least to help for that.
Overall funny chuckle of a game. the cats were cute but I was quite lost in the mechanics how to investigate more.
Celebrate:
This gave me vibes for thomas was alone. That was a cool throwback. I really loved the dizzy effect you had here when it zoomed in. Slightly nauseating but no points deducted as it did as intended for suure. Lighting was nice and good ambience overall for the levels. Though I wished the square was somethign more maybe even just allowed a different shape to choose haha.
Issues:
I think camera shouldve been zoomed in with that effect from the start all time. It felt distant away hard to see for me. Once I was drugged up zoomed it made it easier to play. Coyote time is hard to implement but I think here it was too "sticky" I would jump and just instant stick to walls and not drag which felt awkward for a platformer which coyote time is very common application to have for this.
Celebrate:
okay first off music is a banger. It makes up for a lot of technical issues I saw. I liked all the dopamine sounds when you hit goal a delivery. The model was nicely made too. turned like expected when it moved.
Improvement:
I think controls are very very unintuitive. Why not just WASD or allow player access to adjust those controls. I think arrows were weird with gas button for me on my keyboard placement. I think a mouse for left click gas and right click here would been sufficient. Then allow camera turn based on global mouse position to look around. That made it really janky to like look where I was going. Overall great audio but controls really made it weird for me to try to play this one.
Continue polish: I think you could benefit a lot with some 2d textuurues of little smoke coming out of the bike. Some buildings like even just 1-2 repeated wouldve been nice here. Some other vehicles for like spawning and getting in the way as well.
This was visually very nice game. Not one for incremental games though I did take a good amount of time playing this. I liked the pixel art and good uuse of 3d drills for the moving parts very clever. I think the rock overlay though was slightly intrusive in the sense it was hard to see the bottom sometimes or see if I was missing any ore which made it difficult and kept having to mess with camera which I don't know if that was intended. I think the overlay at the top was fine but the bottom kept getting in the way.
The upgrade system felt good. The ui for it was nice and easy too. I really enjoyed the modular building. i myself made a game similar so I do like modular game designs in that asepct. If you do continue I think if you somehow make it where you could control the drill more that would be very cool.
okay i like the concept. turning felt a tad undercontrolled. I didnt realize at first you couuld rob so i went and killed all the first few boats. once i noticed you needed to rob quickly I would find a cheesy angle that boats couldnt hit me then juust 3 shot quick succession them down. I think the music fit nicely and the splash screen was a good touch. Overall could've used I think an artists touch more but good submission.
Yeah outlines were intentional as the wildcard was crayon so all map ui was as is wildcard characters and items were not. Not using the zoom would make them feel off. However, using zoom would show they are in line with the rest of the art lol. 9 days not much time but overall happy how much content we had for the 9 days time and the fact I learned how to draw on the first day. Mostly a pixel artist here so illustration is brand brand new to me. The sizing of the items was an engine thing. All items were drawn on 2000x2000+ resolution haha.
Man this game had a lot of cooking. I appreciate these styled games as ive seen a few of them in a few jams before. Though they are not my style I appreciate the pain yall must have had to do for UI in godot. Green nodes are gross. SFX was really great. Best part was the dog wallpaper thanks for that option you got bonus points for that. Good Accessibility here overall.
Walk cycle is clean for the racoon. I loved the racoon capsule art so i was sold. I think this would have made a cleaner platformer with the walk cycle as it was not NSEW walking. Simple UI polish over interactables would be nice like over the car when to throw bags here that would help a ton. A lot of gameplay could be won by outrunning the guards to dodge than probably intended here just keep an eye out for that.
Congrats for first non-tutorial dependent game. I really enjoyed the atmosphgere/ambience here. Nice parallaxing effect. I think one critique just because im impatient there would be a speed up button for traveling from option to option like 2x mode. Art was well make and good SFX sounds fitting for the game overall.
Yeah kudos for card game first off. Also the sliding animations made the transition for each phase really nice and solid. I like the card mechanics I was wondering when i was discarding the first time but once i got the learning curve down it was really fun and enjoyable. Marking this one as the one to win.
I got some mewgenics vibes for sure on this (minus the combat). I think it has a good loop to play from recruiting. I think more funny perks could be added and more abilities. Overall it felt like there needed to be more of a combat system instead of pressing RNG button to hopefully pass. some sort of skill for the player to have control besides just banking on a 50% success rate (which i know the wildcard had probability so no points lost there). Maybe try to expand more on this and find a system that works like removing the probability with Quick time event minigames for each timed short wario ware bursts. That may help the speed run. I was able to blast through multiple days in 4 seconds by just clicking fast enough ignoring most mechanics as there wasnt a lose condition really. Good submission overall. Love the art.
so took me a bit to understand how to play. I like the game concept. I wished the ui was more responsive was hard to tell if i clicked the right piece to move. I think overall with some polish it has good bones to be an overworld for something else later on. I think i was imagining after traveling to some of these places maybe roguelike combat or dice mechanic. Maybe something to think about moving forward.






















